Arima's Forum Posts

  • 50,000 sprites is a lot. Seriously, a lot. My computer can only manage 100,000 invisible or offscreen sprites total without any code or behaviors at all before it dips below vsync. It isn't your GPU getting slammed, it's the CPU. An instance of an object requires some CPU time, even with no code. If you do any sort of checking on that many sprites, your game's framerate is going to take a massive nosedive.

    If you want tons of objects about (like bullet casings or tiles or something) I suggest instead saving their locations and any relevant info to an array and deleting them when they're offscreen, then recreating them when they would be onscreen again.

    More info in this thread:

    Edit: You're probably doing collision checks - if you set the offscreen sprites' collision mode to 'none' that might help somewhat, but it's still a lot of checking to do.

  • Construct already does that automatically. Why would you want to do it manually?

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  • Construct is not the tool for such a thing. If you want to control or monitor someone's computer use, there are tools for that elsewhere, you can probably find them through google.

  • Advancing 1 tick at a time, that's what the runtime does automatically! (kidding, kidding) Seriously, I don't know of any way to stop it other than using alt or the debugger. IIRC though you can use grab layout with the canvas then send it to the image manipulator to grab the screen. You might have to wait a tick, I haven't tried it myself.

  • Use bounding box collisions instead.

  • I almost read the title as "Construct 3" initially, lol. Happy birthday! I remember finding this way early (I think I was the 20th member on the forums) and my reaction of "WHOA AWESOME!" Construct is already basically the game creator I've been wanting my whole life, and C2 will be even better! Thanks devs for making it!

    Huzzah to almost reaching 1.0! Onwards to Construct 2!

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  • Nah, wasn't you. I forgot about the need to timedelta the first part in my earlier post. Sorry about that.

  • Event 1's action's are tick based. You need to timedelta them.

    Sprite2.x+(Sprite2.value('x')*timedelta)

    Sprite2.y+(Sprite2.value('y')*timedelta)

  • To move a physics object at an angle, set the horizonal velocity to speed*cos(angle) and the vertical velocity to speed*sin(angle).

  • Whoa - awesome! I'm not sure about how that works with font licensing though - I think some fonts prohibit being used in any way that the user could copy the font. AFAIK free fonts should be fine, though.

  • No. Best to use a sprite-based font, for many reasons.

  • What's the refresh rate of your monitor? Or more accurately, what's your FPS?

    Edit: if it's 60, then 0.03*60=1.8, so subtract 1.8*timedelta.

  • The idea is simple, you make a utility with construct where you can select tile types and place or move them. Upon saving, loop through each tile and set the tile type and position to the array, then have the game read the array at the start of the layout and create the tiles from it.

    There is some other stuff too, like starting locations and such, but I think it's easier than it seems. I was able to make a basic level editor in a day.

  • In regards to RPG making, it isn't all that hard.

    I disagree. And so do many others. It's hard because RPGs - even simple ones - are seriously complex, with a gazillion different parts that need to be programmed and work together. It's why my 'simple' RPG is approaching 8000 events.

    Have you tried making an RPG without RPG maker? I thought it would be easy, too. I think there's something about RPGs in particular that makes them seem easy to make